/*
 *	This file is part of Warzone 2100.
 *	Copyright (C) 2011-2020  Warzone 2100 Project
 *
 *	Warzone 2100 is free software; you can redistribute it and/or modify
 *	it under the terms of the GNU General Public License as published by
 *	the Free Software Foundation; either version 2 of the License, or
 *	(at your option) any later version.
 *
 *	Warzone 2100 is distributed in the hope that it will be useful,
 *	but WITHOUT ANY WARRANTY; without even the implied warranty of
 *	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 *	GNU General Public License for more details.
 *
 *	You should have received a copy of the GNU General Public License
 *	along with Warzone 2100; if not, write to the Free Software
 *	Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
 */

#ifndef _LIB_FRAMEWORK_GEOMETRY_H
#define _LIB_FRAMEWORK_GEOMETRY_H

#include "frame.h"
#include "vector.h"
#include <limits>

/**
 * Fixed point 3D affine transformation.
 */
class Affine3F
{

	/* Compact 4x4 matrix where the 4th row is assumed to be [0 0 0 1]
	 * since we're representing an affine transformation
	 */
	int32_t  m[3][4];

public:
	static const int FRAC_BITS = 12;
	static const int INT_BITS = std::numeric_limits<int32_t>::digits - FRAC_BITS;
	static const int FP_MULTIPLIER = 1 << FRAC_BITS;

	Affine3F()
	{
		m[0][0] = FP_MULTIPLIER;	m[0][1] = 0;				m[0][2] = 0;				m[0][3] = 0;
		m[1][0] = 0;				m[1][1] = FP_MULTIPLIER;	m[1][2] = 0;				m[1][3] = 0;
		m[2][0] = 0;				m[2][1] = 0;				m[2][2] = FP_MULTIPLIER;	m[2][3] = 0;
	}
	Affine3F &RotX(uint16_t);
	Affine3F &RotY(uint16_t);
	Affine3F &RotZ(uint16_t);
	Affine3F &RotZXY(Rotation);
	Affine3F &RotInvZXY(Rotation);
	Affine3F &RotYXZ(Rotation);
	Affine3F &RotInvYXZ(Rotation);
	Affine3F &Trans(int32_t, int32_t, int32_t);
	Affine3F &Trans(Vector3i);
	Affine3F &Scale(int32_t); // Note: parameter assumed to be a scaled integer (scaled by FP_MULTIPLIER)
	Affine3F &InvRot();
	Vector3i translation() const;
	Vector3i operator*(const Vector3i) const;
	Affine3F operator*(const Affine3F &) const;
	Vector3i InvRot(const Vector3i) const;
};

class WzSize
{
public:
	WzSize(int width, int height)
	: _width(width), _height(height)
	{ }

	WzSize()
	: _width(0), _height(0)
	{ }

	int height(void) const { return _height; }
	int width(void) const { return _width; }

	// Returns true if either of the width and height is less than or equal to 0; otherwise returns false.
	bool isEmpty() const
	{
		return _width <= 0 || _height <= 0;
	}

	void setHeight(int height) { _height = height; }
	void setWidth(int width) { _width = width; }

private:
	int _width;
	int _height;
};

class WzRect
{
public:
	WzRect(const glm::ivec2 &topLeft, const glm::ivec2 &bottomRight)
	: _topLeft(topLeft), _bottomRight(bottomRight)
	{ }

	// Constructs a rectangle with (x, y) as its top-left corner and the given width and height.
	WzRect(int x, int y, int width, int height)
	: WzRect(glm::ivec2(x, y), glm::ivec2(x + width, y + height))
	{ }

	WzRect()
	: WzRect(0, 0, 0, 0)
	{ }

	bool contains(const glm::ivec2& point) const
	{
		return !(point.x < _topLeft.x) && (point.x < _bottomRight.x) &&
		!(point.y < _topLeft.y) && (point.y < _bottomRight.y);
	}

	bool contains(int x, int y) const { return contains(glm::ivec2(x, y)); }

	int width(void) const
	{
		return _bottomRight.x - _topLeft.x;
	}

	int height(void) const
	{
		return _bottomRight.y - _topLeft.y;
	}

	// Returns the x-coordinate of the rectangle's left edge. Equivalent to x().
	int left(void) const
	{
		return _topLeft.x;
	}

	// Returns the y-coordinate of the rectangle's top edge. Equivalent to y().
	int top(void) const
	{
		return _topLeft.y;
	}

	// Returns the x-coordinate of the rectangle's left edge. Equivalent to left().
	int x(void) const { return left(); }

	// Returns the y-coordinate of the rectangle's top edge. Equivalent to top().
	int y(void) const { return top(); }

	void setHeight(int height) { _bottomRight.y = y() + height; }
	void setWidth(int width) { _bottomRight.x = x() + width; }
	void setX(int x) { _topLeft.x = x; }
	void setY(int y) { _topLeft.y = y; }

	inline bool operator== (const WzRect &rhs) const
	{
		return (_topLeft == rhs._topLeft &&
				_bottomRight == rhs._bottomRight);
	}

private:
	glm::ivec2 _topLeft;
	glm::ivec2 _bottomRight;
};

#endif // _LIB_FRAMEWORK_GEOMETRY_H
